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Old 03-16-09, 02:29 PM   #1
Lt.Fillipidis
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Default GWX3 SpySat

For some reason, it doesnt work for me...
I have put it in JSGME along with some other mods.
Its not grey on the list so no other mod is interfering to it.
The list of other mods i use:
GWX - 16km Atmosphere
GWX - Alternative Loadscreen - Full circle
GWX - Axis Mediterranean Aircraft Skins
GWX - Enhanced Damage Effects
GWX - Main Movie - "Das Boot"
GWX - Merged Campaign
GWX - Open Hatch Mod
Thomsen's Sound Pack V3
GWX - Late War Sensors Snorkel Antennas
GWX - Contact Color (Which seems that it doesnt work either.)
VonDos' Shipyard
SpySat itself.

I want to make a music video, so SpySat would be a blast for me...
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Old 03-16-09, 04:26 PM   #2
Jimbuna
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I find this puzzling....with over 800 Contact Colour and 1300 SpySat downloads this is the first report of a problem

Ensure the SpySat is the last mod enabled and if the problem persists and your sure they have both been enabled correctly, I can only suggest you download them again.

I am 100% sure they work on official GWX mods because that is what the testing guys over at The Lair ensured before I released them.

I am unable to vouch for the compatability of 3rd party mods though.
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Old 03-17-09, 10:25 AM   #3
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I also couldn't get it to work, enabled through JSGME with GWX3 and SC3.

Also, is it a resource hog? It doesn't appear as though it should be, but when it did work initially it really slowed down my PC, and caused it to CTD.

Am a fan of hunting lone ships anyways, no escorts - fast kills .
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Old 03-17-09, 02:49 PM   #4
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@ Lt.Fillipidis

Step 1) As rightly suggested, check the order of your mods.

Step 2) Ensure the Folder tree of the Spy Sat is correct after extracting the archive. It should be C:\.....\MODS\GWX3.0 SpySat\data\Campaigns\Campaign. Sometimes extraction can create an additional folder.

Step 3) Because it's not clear in the mods readme, the GWX 3.0 Spy Sat, found here, is for use over the Standard Campaign files and NOT the Merged Campaign, which you have listed in your activated mods. However, if you activated the SpySat after the Merged Campaign, it shouldn't matter. You can check this by file size, the Mod & Standard Campaign RND is 8574kb, while the merged RND layer is 10039kb.

@ kdv

There are 2 aspects of any SpySat mod which could/can hog resources. The first is the additional graphics rendering on screen of all the tracked convoy & ship icons (globally), the second, and more pertinent in this situation, is the increased Spawn Rate of Convoys & Ships. A simple file compare shows all the increased Spawns esp the ones @ 100% chance. These additional items are all loaded & tracked by SH3 as you are playing, so the possibility that they drag your system down are increased aswell as the chance that it could overload your PC's memory and cause SH3 to CTD.

The previous versions of SpySat only changed the Report Occurance (as well as the report distance) of convoys/ship to 100%, not the likelyhood that they would load into the game.
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Old 03-17-09, 08:01 PM   #5
irish1958
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I agree with Danlisa; however, I have had a significant frame rate hit with VonDos"s ship, for some reason.
I suspect the reason for non activation is the double folder problem. To check for this, go to the SilentHunterIII folder and see if the mod is there instead of activated.
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Old 03-19-09, 04:55 PM   #6
Archive1
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I also have recently had trouble with the program and I entered the new Campaigns/campaign/Campaign_RND file directly into the program, ie, not via JSGME since I did not want the cfg/contact settings as high as they are in the original, but did want the new RND file in place. I set the cfg/contact directly in the cfg to 2000 instead of the spysat huge change. Thought that would improve spawn rates and distance, but not overload the system and make the game stupidly simple.

I have wondered if the fact that since the 'spy' .RND file is named Campaign_RND3.0 it is not being read properly when called by the program since the original is merely Campaign_RND. Anybody have any answer?

Just completed a patrol entirely around the British Isles and encountered not one vessel of any type or kind - absolutely none - no convoys or single ships. And no ships in port upon return to Wilhelmshaven.
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Old 03-19-09, 05:24 PM   #7
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Quote:
Originally Posted by Archive1 View Post
I set the cfg/contact directly in the cfg to 2000 instead of the spysat huge change. Thought that would improve spawn rates and distance, but not overload the system and make the game stupidly simple.
The cfg file only controls the distance at which you recieve reports. The RND controls the Spawn rate, Chance of getting a report and the Report frequency.

Quote:
Originally Posted by Archive1 View Post
I have wondered if the fact that since the 'spy' .RND file is named Campaign_RND3.0 it is not being read properly when called by the program since the original is merely Campaign_RND. Anybody have any answer?
IIRC the game will read the name of the file from start to finish and load it when it meets its criteria. So the game would still load a RND called Campaign_RND_DILLIGAF.mis. That shouldn't be causing your problem. Try reverting the campaign file to the originals and try the same patrol again, see what happens.
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Old 03-19-09, 07:25 PM   #8
IFRT-WHUFC
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Default Is This The?

DanFrasersSpySatModder1.2 we are talking about in this thread? If so this is not meant to be a JSGME ready mod!! Just place the application in the root folder of SH3 and run it! then select your prefered choices.

ok
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Old 03-19-09, 10:04 PM   #9
Archive1
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IFRT-WHUFC: No, I should have been more specific. I'm talking about Jimbuna's mod. Sorry.

danlisa: Again I was unclear (I do know that the spawn would not be controlled by the cfg...but didn't catch the error in the message until it went out.) I understand your explanation re: the RND file read. Seems logical, although that decimal point in the 3.0 worried me since it implied to the program that the 'extension' was 0 (zero). I am going to start another patrol using the backup stock RND and see what shows up. I'll leave the cfg settings at my extended version and see if contacts appear sooner, ie, at greater distances.

Thank you both.
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Old 03-20-09, 08:20 AM   #10
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I find the contact reports at a great distance realistic. When the BDU sent radio messages out, the message wasn't specific for one u-boat, but was out there for all to hear (and decode, often to the dismay of the BDU). So to hear that there is a convoy 1000 Km away, in my opinion, adds to the immersion. I have the reports set to 2500 Km in the cfg file.
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Old 03-22-09, 11:28 AM   #11
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Quote:
Originally Posted by Archive1 View Post

danlisa: Again I was unclear (I do know that the spawn would not be controlled by the cfg...but didn't catch the error in the message until it went out.) I understand your explanation re: the RND file read. Seems logical, although that decimal point in the 3.0 worried me since it implied to the program that the 'extension' was 0 (zero). I am going to start another patrol using the backup stock RND and see what shows up. I'll leave the cfg settings at my extended version and see if contacts appear sooner, ie, at greater distances.

Thank you both.
Following some spare time, I installed GWX 3.0 and tested. I was wrong & you were right.

I'm taking it to PM with Jimbuna.
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Old 03-22-09, 04:21 PM   #12
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New link to GWX3.0 SpySat:

http://files.filefront.com/GWX30+Spy.../fileinfo.html

It would appear I may have inadvertently left a previously altered line or two whilst testing the SpySat with curently unreleased mods.

I do apologise for any inconvenience caused and would like to publicly thank Dan for his 'heads up' and input



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